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BI Message - Try Building Somewhere Else Because This Space Is Too Full - WHAT IS UP???? (Community)
BI Message - Try Building Somewhere Else Because This Space Is Too Full - WHAT IS UP???? // Communitypc hamsterJul 5, 2003, 6:17am
I am having to fight Building Inspector TOOTH & NAIL to get my new pub built
THE WAY *I* WANT IT. It's gotten so BAD now that I can't even TURN a single object. Right now, I'm TRYING to put up a picture object of some bottles on a shelf right below the row of TVs, right on the counter and behind the computer which is used as a cash register. I had four poles (one at each of the four corners of the bartending area) but I had to take those out JUST TO GET THE PICTURE OBJECTS IN!!! I also have a stairwell (thsee1.rwx) which covers most of the pub. I imagine if I moved the stairs aside, I could probably get a few things done, but if I'm having problems NOW just with the main bar, I shudder to think of the problems I'll encounter when I start putting in tables, more chairs, pictures on the walls, and (maybe) a stage for virtual bands to perform on and I don't think that moving the stairs to one side will be of very much help. Neither would deleting the 15 small screen TVs and the rods behind them acting as placeholders. On top of that, I don't feel I should *have* to delete one ob ject JUST TO INSERT ANOTHER ONE IN ITS PLACE in the first place!!!! In short - WHAT IS UP WITH BUILDING INSPECTOR???? It's MY land. I should be able to do WHATEVER I WANT with it (besides violate the TOS of course). With Building Inspector as picky as it is, it's of little wonder why buildings on AlphaWorld don't have very much furniture or very many floors in them. :-( PLEASE AWI - If there's a technical problem with Building Inspector - PLEASR FIX IT. You guys should see my pub as it is now. :-( Not a pretty picture... Cheers (??) for now :-/ PC Hamster pchamster at comcast.net Denver, Colorado (my REAL city :-)) --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.491 / Virus Database: 290 - Release Date: 6/21/2003 bowenJul 5, 2003, 6:22am
Basically, what your problem is, is you have too many objects in too
little space. In Alphaworld, there's only one viable alternative, build bigger. If you increase the size of your tavern to many more multiple cells, you'll probably solve this problem. Turn your cell grid on, it'll help you show where a cell is and where it is not. (the origin of an object "it's 0X 0Y 0Z in location to the cell (not which cell it takes the most space of with it's vertices) determines the cell space -- from what I can figure out). -- --Bowen-- shredJul 5, 2003, 6:27am
There is no technical problem with the building inspector. The 'area is full' message derives from the cell data limit set in the world features dialog. This data includes the object's name, description, action text, XYZ position, and rotation. Try clearing up some of the space by using shorter URLs for picture and sound links, replacing 'create visible/solid off' with 'create visible/solid no', and using no spaces between commands in the action field.
AlphaWorld's cell data limit is set at the smallest setting, 'normal', which I believe is 1500 bytes per cell. People have been begging for the data limit to be bumped up to 'large' for years, but the pleas fall upon deaf ears... [View Quote] tony mJul 5, 2003, 6:46am
As far as I know, cell space is consisted of the length of the object's model name, plus the description and action fields. Origin has little to do with it.
[View Quote] bowenJul 5, 2003, 7:04am
[View Quote]
Mmm, cell space is taken up by total vertices of an object. The larger
the vertices, the faster the space is taken. As far as I'm aware, you can load at _least_ one object no matter the size. Origin is just to determine which cell it belongs too. Ever had 3/4 of an object in a cell but that last 1/4 was in the other, and that's which cell it "belonged" too? It could use a little revamping, like using the vertices in the cell and not the object in the cell's vertices. Cell space shouldn't be taken up by description/action/model-name either -- having that occur that makes no sense to me. Trying to save memory? Maybe if it were 1998 still. -- --Bowen-- calhounJul 5, 2003, 7:26am
the Building Inspector is one of AW's worst ideas ever, I understand it
stopping vandalisem and stuff but it stops changes to an object thinking you are adding a new object because it does not update the universe to 'clear' that object so it can change, it is just like terrain not updating when it is changed [View Quote] johnJul 5, 2003, 8:22am
It is also what Tony M said as the calculations for many of these things
also takes up frame rate ~John [View Quote] tony mJul 5, 2003, 8:42am
The universe server has nothing to do with building-- that's the world server's function.
Perhaps "changing" an object shouldn't be deleting the old and adding the new, but rather just overwriting the data with no separate add/delete. [View Quote] > [...] because it does not update the universe to 'clear' that object so it can change [...] starfleetJul 5, 2003, 9:47am
No, it's taken up by the length of the name, citnum, time index, description box and
action box. 333333 1037056706 -19440 -235 17780 900 0 0 9 4 11 sign2.rwxTEXTcreate sign [View Quote] alphabit phalphaJul 5, 2003, 10:36am
Yeah and with a name like AlphaBit Phalpha I get VERY few items in a
cell...should have named me "a"....:) -- Swim away old friend.... thanks for the memories:) [View Quote] .duo.Jul 5, 2003, 10:50am
No, I think its actually the number of characters, but oh well.
[View Quote] m0eJul 5, 2003, 11:43am
the cdl is larger than they were 5 years ago ... maybe in another 5
years they will be larger still :-) [View Quote] > There is no technical problem with the building inspector. The 'area > is full' message derives from the cell data limit set in the world > features dialog. This data includes the object's name, description, > action text, XYZ position, and rotation. Try clearing up some of the > space by using shorter URLs for picture and sound links, replacing > 'create visible/solid off' with 'create visible/solid no', and using > no spaces between commands in the action field. > > AlphaWorld's cell data limit is set at the smallest setting, 'normal', > which I believe is 1500 bytes per cell. People have been begging for > the data limit to be bumped up to 'large' for years, but the pleas > fall upon deaf ears... > [View Quote] kfJul 5, 2003, 1:48pm
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